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Steve Chenoweth; Panagiotis K. Linos – IEEE Transactions on Education, 2024
Contribution: A novel undergraduate course design at the intersection of software engineering (SE) and machine learning (ML) based on industry-reported challenges. Background: ML professionals report that building ML systems is different enough that we need new knowledge about how to infuse ML into software production. For instance, various…
Descriptors: Artificial Intelligence, Computer Software, Undergraduate Study, Engineering
Ezequiel Scott; Marcelo Campo – Interactive Learning Environments, 2023
Scrum is one of the most used frameworks for agile software development because of its potential improvements in productivity, quality, and client satisfaction. Academia has also focussed on teaching Scrum practices to prepare students to face common software engineering challenges and facilitate their insertion in professional contexts.…
Descriptors: Computer Simulation, Training, Computer Software, Computer Science Education
Lukac, Zeljko; Kastelan, Ivan; Vranjes, Mario; Todorovic, Branislav M. – IEEE Transactions on Learning Technologies, 2021
Education of electronics engineers is one of the most dynamic types of education due to the new technologies that are rapidly being introduced into the field. Therefore, it is necessary to use modern teaching and laboratory methods that accompany the development of new technologies. When it comes to the automotive industry, a modern vehicle must…
Descriptors: Engineering Education, Motor Vehicles, Masters Programs, Computer Software
Pierre-Edouard Danjou; Saâd Bouhsina; Sylvain Billet; Francine Cazier-Dennin – Journal of Chemical Education, 2023
The year 2020 will be remembered as the year of COVID-19 and its subsequent lockdowns. The time to return to face-to-face teaching has arrived, but the shadow of the disease still hangs over teachers, students, and society. Disruption in teaching can still occur for students, or even teachers, if they are either diagnosed as COVID-19 positive or…
Descriptors: Synchronous Communication, Blended Learning, COVID-19, Pandemics
Danielak, Brian – Cognition and Instruction, 2022
This paper focuses on a historically understudied area in computing education: attending to students' *design thinking* in university-level introductory programming courses. I offer an account of one student--"Rebecca"--and her experiences and code from a second-semester course on programming concepts for engineers. Using data from both…
Descriptors: Design, Computer Science Education, Programming, Introductory Courses
Toscanini, MariaA.; Recoulat Angelini, Alvaro A.; Troncoso, Maria F.; Curto, Lucrecia M. – Journal of Chemical Education, 2021
Understanding the relationship between protein structure and function can be challenging for students. Molecular visualization software aids students in this problem by allowing manipulation of structures from new and deeper perspectives. In this communication, an activity using iMolview Lite, structure visualization software for portable devices,…
Descriptors: Science Instruction, Molecular Structure, Visualization, Computer Software
Reha, Mark; Fai, Victoria – Journal of Instructional Research, 2021
Students are pressed for time, struggle to manage their time, and often do not have the training and tools to help them out. Are there some cost-effective tools that could be used by both faculty and students to help solve this problem? This paper documents the results of analyzing one such tool that could be used in the classroom to help students…
Descriptors: Program Administration, Computer Software, Educational Technology, Student Projects
Sun, Jing Qiu – Education and Information Technologies, 2023
The paper's primary goal was to analyze and find interactive piano learning systems using the Suzuki method. The sample of respondents engaged in the investigation was made up of 200 students from the [Zhejiang Conservatory of Music]. The estimated Cohen's kappa coefficient determined the level playing field of control and experimental groups at…
Descriptors: Music Education, Musical Instruments, Computer Software, Psychomotor Skills
Takagaki, Toshiyuki – Reading Matrix: An International Online Journal, 2022
With the rapid development of on-line translation (OT), it is important to explore how we could integrate OT into EFL teaching. This article reports to what extent students were familiar with OT based on the questionnaire survey at a Japanese public university. The results show that, among the respondents, a majority of them make use of OT for…
Descriptors: Action Research, Translation, Second Language Learning, Second Language Instruction
Francisco, Virginia; Moreno-Ger, Pablo; Hervas, Raquel – IEEE Transactions on Learning Technologies, 2022
Making students become intrinsically motivated to participate in daily class activities is an open challenge that has been addressed in different ways. In this article, we evaluate the impact of an educational innovation project, named TrivialCV, in terms of student motivation, engagement, and learning outcomes. We analyze the impact of two types…
Descriptors: Competition, Student Participation, Educational Innovation, Teamwork
Kunicki, Zachary J.; Zambrotta, Nicholas S.; Tate, Marie C.; Surrusco, Angela R.; Risi, Megan M.; Harlow, Lisa L. – Journal of Statistics Education, 2019
Teaching quantitative methods at the undergraduate level is a difficult yet rewarding endeavor due to the challenges instructors face in presenting the material. One way to bolster student learning is through the use of statistical software packages. Google Sheets is a cloud-based spreadsheet program capable of many basic statistical procedures,…
Descriptors: Statistics, Mathematics Instruction, Undergraduate Students, Computer Software
Leith, Murray; Boyle, Liz; Sim, Duncan; van der Zwet, Arno; Scott, Graham; Jimoyiannis, Athanassios; Jandric, Petar; Hauge, Jannicke Baalsrud; Sultana Tany, Nadera; Hummel, Hans – Open Review of Educational Research, 2019
This article focuses on the early stages of an international project on gamifying national identity. It examines the production of the content required for developing a sophisticated and engaging approach to pedagogical innovation in education, through game-based learning. This will encourage individuals to think about both European and national…
Descriptors: Educational Games, Foreign Countries, Self Concept, Teaching Methods
Bonner, Euan; Garvey, Kevin; Miner, Matthew; Godin, Sam; Reinders, Hayo – Innovation in Language Learning and Teaching, 2023
This paper reports on the development and piloting of Classmoto, an online application designed to measure learner engagement. The application enables teachers to collect real-time analytics of student social, affective, and cognitive engagement. The results are immediately visible to the teacher. We investigated and reported on the engagement…
Descriptors: Foreign Countries, Learner Engagement, English (Second Language), Second Language Learning
The Discourse-Based Interview on Twitch: Methods for Studying the Tacit Knowledge of Game Developers
Shivener, Rich; Da Silva, Jessica Oliveira; Rahman, Anika – Composition Forum, 2022
In this essay, we argue that Twitch is an incredible platform for cultivating discourse-based interviews (DBIs) and has yet to be addressed in DBI research involving digital tools. To demonstrate that argument, we detail the methods behind collaborative research project between two undergraduates and a faculty studying game developers on the…
Descriptors: Discourse Analysis, Interviews, Computer Software, Barriers
Flynn, Simon; Hardman, Mark – Science & Education, 2019
In recent years, researchers within science education have started to consider the impact of narrative upon teaching and learning in science. This article investigates the possibilities of interactive fiction as a means by which students can be provided with feedback on their understanding in science, and explores the mechanisms which might allow…
Descriptors: Science Instruction, Teaching Methods, Fiction, Books